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Hi, I already wanted to reply earlier but wasn't home. Custom animations or using other animations sounds like a great idea. I also some some screenshots and would love to use better animations for the crawling in example or when getting hit.
Unfortunately I have no knowledge how to integrate animations in ArmA (yet) and I have no animating skills. But we will definitely take a look at it
Well, I know how to make animations and I know someone, who knows how to integrate them XD. I could definitely give you some directions on that.
Hi, sounds great when I start working on it I will contact you about it. Just have been busy the after release of the mod with my actual job so I haven't been able to work on the mod yet.
One suggestion is an option to be able to use a weapon (when a limb is fractured for instance) if it's deployed? For example the player drops the weapon or puts it on their back when they're hit, then picks it back up but can't lift it (stuck in lowered weapon pose maybe?) unless they can deploy it on an object or the ground first.
Amazing work though, I'm loving it!
Hi, sorry for the late reply. In the current state we have it so that you start limping (which actually is also handled by ACE already). Technically it could be an option to force crawling. Gonna add this on the list to consider adding no promises
1) AI push towards downed team mates if they have an opportunity to res teammates. Moving up, grabbing the downed teammate, and then pulling them to cover for a res.
2)Configurable slider for ai to potentially start to cook a grenade as players get close
3)For players to have a potential down state where they can't move, but are downed and won't be executed on sight (This player correlates it to something like SOG CDLC)
We have tried to change AI behaviour before, but it's very difficult, I wont mind giving it another try. The last suggestion is probably the easiest and most realistic we can do. Will look into all of them.
We would like to add this, but we haven't found a way to prevent it yet. The only way possible would be to destroy the grenade when it was thrown and re-add it to the inventory. The animation will still be played. Still not a good solution in my opinion.
When we find a good way to prevent it, it will be added as an option
Accordingly, would it be possible to adjust this mod (or introduce settings for adjusting it) so that a unit can be forced to crawl if hit in the pelvis, or just ONE leg? Currently, it takes both legs being injured to drop a unit, and pelvic hits don't count.
For the sake of realism, I think this would be a good feature to introduce! Thanks.